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(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch

settings, off by defaut). An other step to AIScripts.
      WARNING: this is still highly experimental and has known bugs!
release/0.4.5
truelight 2005-11-21 14:28:31 +00:00
parent c7f3192f6b
commit 31f218fdf9
11 changed files with 144 additions and 87 deletions

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@ -145,6 +145,14 @@ void AI_RunGameLoop(void)
/* Don't do anything if ai is disabled */ /* Don't do anything if ai is disabled */
if (!_ai.enabled) return; if (!_ai.enabled) return;
/* Don't do anything if we are a network-client
* (too bad when a client joins, he thinks the AIs are real, so it wants to control
* them.. this avoids that, while loading a network game in singleplayer, does make
* the AIs to continue ;))
*/
if (_networking && !_network_server && !_ai.network_client)
return;
/* New tick */ /* New tick */
_ai.tick++; _ai.tick++;

32
ai/ai.h
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@ -2,6 +2,7 @@
#define AI_H #define AI_H
#include "../functions.h" #include "../functions.h"
#include "../network.h"
/* How DoCommands look like for an AI */ /* How DoCommands look like for an AI */
typedef struct AICommand { typedef struct AICommand {
@ -44,6 +45,37 @@ void AI_Initialize(void);
void AI_Uninitialize(void); void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc); int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.
* @return True if we can start a new AI.
*/
static inline bool AI_AllowNewAI(void)
{
/* If disabled, no AI */
if (!_ai.enabled)
return false;
/* If in network, but no server, no AI */
if (_networking && !_network_server)
return false;
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
if (!_patches.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
if (!_patches.ainew_active)
return false;
}
return true;
}
#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) #define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) #define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))

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@ -11,15 +11,16 @@
#include "../../engine.h" #include "../../engine.h"
#include "../../station.h" #include "../../station.h"
#include "../../variables.h" #include "../../variables.h"
#include "../ai.h"
// Build HQ // Build HQ
// Params: // Params:
// tile : tile where HQ is going to be build // tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
{ {
if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
return false; return false;
DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
return true; return true;
} }
@ -35,12 +36,12 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
{ {
if (type == AI_TRAIN) if (type == AI_TRAIN)
return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
if (type == AI_BUS) if (type == AI_BUS)
return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
} }
@ -69,9 +70,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
// Now, simply, build the bridge! // Now, simply, build the bridge!
if (p->ainew.tbt == AI_TRAIN) if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
} }
@ -104,7 +105,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
if (PathFinderInfo->rail_or_road) { if (PathFinderInfo->rail_or_road) {
// Tunnel code // Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++; PathFinderInfo->position++;
// TODO: problems! // TODO: problems!
if (CmdFailed(cost)) { if (CmdFailed(cost)) {
@ -135,7 +136,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
if (old_dir != -1 && old_dir != dir) break; if (old_dir != -1 && old_dir != dir) break;
old_dir = dir; old_dir = dir;
// Build the tile // Build the tile
res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(res)) { if (CmdFailed(res)) {
// Problem.. let's just abort it all! // Problem.. let's just abort it all!
p->ainew.state = AI_STATE_NOTHING; p->ainew.state = AI_STATE_NOTHING;
@ -154,7 +155,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
} else { } else {
// Tunnel code // Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++; PathFinderInfo->position++;
// TODO: problems! // TODO: problems!
if (CmdFailed(cost)) { if (CmdFailed(cost)) {
@ -189,7 +190,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// There is already some road, and it is a bridge.. don't build!!! // There is already some road, and it is a bridge.. don't build!!!
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
// Build the tile // Build the tile
res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs! // Currently, we ignore CMD_ERRORs!
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
// Problem.. let's just abort it all! // Problem.. let's just abort it all!
@ -234,7 +235,7 @@ int AiNew_PickVehicle(Player *p)
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it? // Can we build it?
ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) break; if (!CmdFailed(ret)) break;
} }
// We did not find a vehicle :( // We did not find a vehicle :(
@ -252,7 +253,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
} }
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
@ -260,12 +261,12 @@ int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
static const byte _roadbits_by_dir[4] = {2,1,8,4}; static const byte _roadbits_by_dir[4] = {2,1,8,4};
int ret, ret2; int ret, ret2;
if (p->ainew.tbt == AI_TRAIN) if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
if (CmdFailed(ret)) return ret; if (CmdFailed(ret)) return ret;
// Try to build the road from the depot // Try to build the road from the depot
ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); ret2 = AI_DoCommand(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
// If it fails, ignore it.. // If it fails, ignore it..
if (CmdFailed(ret2)) return ret; if (CmdFailed(ret2)) return ret;
return ret + ret2; return ret + ret2;

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@ -10,6 +10,7 @@
#include "trolly.h" #include "trolly.h"
#include "../../depot.h" #include "../../depot.h"
#include "../../variables.h" #include "../../variables.h"
#include "../ai.h"
#define TEST_STATION_NO_DIR 0xFF #define TEST_STATION_NO_DIR 0xFF
@ -271,7 +272,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
if (PathFinderInfo->rail_or_road) { if (PathFinderInfo->rail_or_road) {
// Rail check // Rail check
dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile); dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) continue; if (CmdFailed(ret)) continue;
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN #ifdef AI_PATHFINDER_NO_90DEGREES_TURN
if (current->path.parent->parent != NULL) { if (current->path.parent->parent != NULL) {
@ -301,7 +302,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
} }
// Only destruct things if it is MP_CLEAR of MP_TREES // Only destruct things if it is MP_CLEAR of MP_TREES
if (dir != 0) { if (dir != 0) {
ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) continue; if (CmdFailed(ret)) continue;
} }
} }
@ -340,7 +341,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break; if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
// Try building the bridge.. // Try building the bridge..
ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdFailed(ret)) continue; if (CmdFailed(ret)) continue;
// We can build a bridge here.. add him to the neighbours // We can build a bridge here.. add him to the neighbours
aystar->neighbours[aystar->num_neighbours].tile = new_tile; aystar->neighbours[aystar->num_neighbours].tile = new_tile;
@ -359,7 +360,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
(dir == 2 && ti.tileh == 3) || (dir == 2 && ti.tileh == 3) ||
(dir == 3 && ti.tileh == 9)) { (dir == 3 && ti.tileh == 9)) {
// Now simply check if a tunnel can be build // Now simply check if a tunnel can be build
ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;

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@ -32,6 +32,7 @@
#include "../../engine.h" #include "../../engine.h"
#include "../../gui.h" #include "../../gui.h"
#include "../../depot.h" #include "../../depot.h"
#include "../ai.h"
// This function is called after StartUp. It is the init of an AI // This function is called after StartUp. It is the init of an AI
static void AiNew_State_FirstTime(Player *p) static void AiNew_State_FirstTime(Player *p)
@ -78,7 +79,7 @@ static void AiNew_State_Nothing(Player *p)
{ {
assert(p->ainew.state == AI_STATE_NOTHING); assert(p->ainew.state == AI_STATE_NOTHING);
// If we are done idling, start over again // If we are done idling, start over again
if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS; if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (--p->ainew.idle == 0) { if (--p->ainew.idle == 0) {
// We are done idling.. what you say? Let's do something! // We are done idling.. what you say? Let's do something!
// I mean.. the next tick ;) // I mean.. the next tick ;)
@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p)
// We have no HQ yet, build one on a random place // We have no HQ yet, build one on a random place
// Random till we found a place for it! // Random till we found a place for it!
// TODO: this should not be on a random place.. // TODO: this should not be on a random place..
AiNew_Build_CompanyHQ(p, Random() % MapSize()); AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
// Enough for now, but we want to come back here the next time // Enough for now, but we want to come back here the next time
// so we do not change any status // so we do not change any status
return; return;
@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p)
// Let's pick an action! // Let's pick an action!
if (p->ainew.action == AI_ACTION_NONE) { if (p->ainew.action == AI_ACTION_NONE) {
c = Random() & 0xFF; c = AI_Random() & 0xFF;
if (p->current_loan > 0 && if (p->current_loan > 0 &&
p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
c < 10) { c < 10) {
@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// Check if the rating in a city is high enough // Check if the rating in a city is high enough
// If not, take a chance if we want to continue // If not, take a chance if we want to continue
if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
// Check if we have build a station in this town the last 6 months // Check if we have build a station in this town the last 6 months
// else we don't do it. This is done, because stat updates can be slow // else we don't do it. This is done, because stat updates can be slow
@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// The rating is high.. second station... // The rating is high.. second station...
// a little chance that we still continue // a little chance that we still continue
// But if there are 3 stations of this size, we never go on... // But if there are 3 stations of this size, we never go on...
if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :( // We don't like this station :(
return false; return false;
} }
@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
int count = 0; int count = 0;
int j = 0; int j = 0;
if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
// No limits on delevering stations! // No limits on delevering stations!
// Or for industry that does not give anything yet // Or for industry that does not give anything yet
@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
j++; j++;
// The rating is high.. a little chance that we still continue // The rating is high.. a little chance that we still continue
// But if there are 2 stations of this size, we never go on... // But if there are 2 stations of this size, we never go on...
if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :( // We don't like this station :(
return false; return false;
} }
@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) { if (p->ainew.temp == -1) {
// First, we pick a random spot to search from // First, we pick a random spot to search from
if (p->ainew.from_type == AI_CITY) if (p->ainew.from_type == AI_CITY)
p->ainew.temp = RandomRange(_total_towns); p->ainew.temp = AI_RandomRange(_total_towns);
else else
p->ainew.temp = RandomRange(_total_industries); p->ainew.temp = AI_RandomRange(_total_industries);
} }
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) { if (p->ainew.temp == -1) {
// First, we pick a random spot to search to // First, we pick a random spot to search to
if (p->ainew.to_type == AI_CITY) if (p->ainew.to_type == AI_CITY)
p->ainew.temp = RandomRange(_total_towns); p->ainew.temp = AI_RandomRange(_total_towns);
else else
p->ainew.temp = RandomRange(_total_industries); p->ainew.temp = AI_RandomRange(_total_industries);
} }
// The same city is not allowed // The same city is not allowed
@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Player *p)
p->ainew.state = AI_STATE_NOTHING; p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it // If the first station _was_ build, destroy it
if (p->ainew.temp != 0) if (p->ainew.temp != 0)
DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
return; return;
} }
p->ainew.temp++; p->ainew.temp++;
@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player *p)
dir3 = p->ainew.to_direction; dir3 = p->ainew.to_direction;
} }
ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
dir1 = TileOffsByDir(dir1); dir1 = TileOffsByDir(dir1);
if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES)) if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
} }
} }
} }
ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
dir2 = TileOffsByDir(dir2); dir2 = TileOffsByDir(dir2);
if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES)) if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
} }
} }
} }
ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
dir3 = TileOffsByDir(dir3); dir3 = TileOffsByDir(dir3);
if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) { if (!CmdFailed(ret)) {
if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES)) if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
} }
} }
} }
@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Player *p)
} }
p->ainew.state = AI_STATE_BUILD_VEHICLE; p->ainew.state = AI_STATE_BUILD_VEHICLE;
p->ainew.idle = 1; p->ainew.idle = 10;
p->ainew.veh_main_id = (VehicleID)-1; p->ainew.veh_main_id = (VehicleID)-1;
} }
@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Player *p)
p->ainew.cur_veh++; p->ainew.cur_veh++;
// Decrease the total counter // Decrease the total counter
p->ainew.amount_veh--; p->ainew.amount_veh--;
// Get the new ID
if (p->ainew.tbt == AI_TRAIN) {
} else {
p->ainew.veh_id = _new_roadveh_id;
}
// Go give some orders! // Go give some orders!
p->ainew.state = AI_STATE_GIVE_ORDERS; p->ainew.state = AI_STATE_GIVE_ORDERS;
} }
@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Player *p)
assert(p->ainew.state == AI_STATE_GIVE_ORDERS); assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
if (p->ainew.veh_main_id != (VehicleID)-1) { // Get the new ID
DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER); /* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
* There is no way telling if the vehicle is already bought (or delayed by the
* network), and if bought, if not an other vehicle is bought in between.. in
* other words, there is absolutely no way knowing if this id is the true
* id.. soon this will all change, but for now, we needed something to test
* on ;) -- TrueLight -- 21-11-2005 */
if (p->ainew.tbt == AI_TRAIN) {
} else {
p->ainew.veh_id = _new_roadveh_id;
}
if (p->ainew.veh_main_id != (VehicleID)-1) {
AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.veh_id & 1)
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
p->ainew.state = AI_STATE_START_VEHICLE; p->ainew.state = AI_STATE_START_VEHICLE;
return; return;
} else { } else {
p->ainew.veh_main_id = p->ainew.veh_id; p->ainew.veh_main_id = p->ainew.veh_id;
} }
// When more than 1 vehicle, we send them to different directions // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 0;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.station = GetDepotByTile(p->ainew.depot_tile)->index;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 0; idx = 0;
order.type = OT_GOTO_STATION; order.type = OT_GOTO_STATION;
order.flags = 0; order.flags = 0;
order.station = _m[p->ainew.from_tile].m2; order.station = _m[p->ainew.from_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
order.flags |= OF_FULL_LOAD; order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 1;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 2;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.station = GetDepotByTile(p->ainew.depot_tile)->index;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
// Start the engines! // Start the engines!
p->ainew.state = AI_STATE_START_VEHICLE; p->ainew.state = AI_STATE_START_VEHICLE;
@ -1227,9 +1230,15 @@ static void AiNew_State_StartVehicle(Player *p)
{ {
assert(p->ainew.state == AI_STATE_START_VEHICLE); assert(p->ainew.state == AI_STATE_START_VEHICLE);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.cur_veh & 1)
AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
// 3, 2, 1... go! (give START_STOP command ;)) // 3, 2, 1... go! (give START_STOP command ;))
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
// Try to build an other vehicle (that function will stop building when needed) // Try to build an other vehicle (that function will stop building when needed)
p->ainew.idle = 10;
p->ainew.state = AI_STATE_BUILD_VEHICLE; p->ainew.state = AI_STATE_BUILD_VEHICLE;
} }
@ -1239,7 +1248,7 @@ static void AiNew_State_RepayMoney(Player *p)
{ {
int i; int i;
for (i=0;i<AI_LOAN_REPAY;i++) for (i=0;i<AI_LOAN_REPAY;i++)
DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
p->ainew.state = AI_STATE_ACTION_DONE; p->ainew.state = AI_STATE_ACTION_DONE;
} }
@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) && if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
(v->vehstatus&VS_STOPPED)) { (v->vehstatus&VS_STOPPED)) {
// We are at the depot, sell the vehicle // We are at the depot, sell the vehicle
DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
} }
return; return;
} }
@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
{ {
int ret = 0; int ret = 0;
if (v->type == VEH_Road) if (v->type == VEH_Road)
ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
// This means we can not find a depot :s // This means we can not find a depot :s
// if (CmdFailed(ret)) // if (CmdFailed(ret))
} }

View File

@ -341,10 +341,6 @@ int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc)
if (_docommand_recursive == 0) { if (_docommand_recursive == 0) {
_error_message = INVALID_STRING_ID; _error_message = INVALID_STRING_ID;
// update last build coord of player
if ( (x|y) != 0 && _current_player < MAX_PLAYERS) {
GetPlayer(_current_player)->last_build_coordinate = TileVirtXY(x, y);
}
} }
_docommand_recursive++; _docommand_recursive++;

View File

@ -1011,6 +1011,7 @@ STR_CONFIG_PATCHES_AI_BUILDS_AIRCRAFT :{LTBLUE}Disable
STR_CONFIG_PATCHES_AI_BUILDS_SHIPS :{LTBLUE}Disable ships for computer: {ORANGE}{STRING1} STR_CONFIG_PATCHES_AI_BUILDS_SHIPS :{LTBLUE}Disable ships for computer: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_AINEW_ACTIVE :{LTBLUE}Enable new AI (alpha): {ORANGE}{STRING1} STR_CONFIG_PATCHES_AINEW_ACTIVE :{LTBLUE}Enable new AI (alpha): {ORANGE}{STRING1}
STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER :{LTBLUE}Allow AIs in multiplayer (experimental): {ORANGE}{STRING1}
STR_CONFIG_PATCHES_SERVINT_TRAINS :{LTBLUE}Default service interval for trains: {ORANGE}{STRING1} days/% STR_CONFIG_PATCHES_SERVINT_TRAINS :{LTBLUE}Default service interval for trains: {ORANGE}{STRING1} days/%
STR_CONFIG_PATCHES_SERVINT_TRAINS_DISABLED :{LTBLUE}Default service interval for trains: {ORANGE}disabled STR_CONFIG_PATCHES_SERVINT_TRAINS_DISABLED :{LTBLUE}Default service interval for trains: {ORANGE}disabled
@ -1175,6 +1176,7 @@ STR_CONFIG_GAME_PRODUCTION :{WHITE}Change p
TEMP_AI_IN_PROGRESS :{WHITE}Welcome to this new AI, a work in progress. You should expect problems. When you happen take a screenshot and post it in the forum. Enjoy! TEMP_AI_IN_PROGRESS :{WHITE}Welcome to this new AI, a work in progress. You should expect problems. When you happen take a screenshot and post it in the forum. Enjoy!
TEMP_AI_ACTIVATED :{WHITE}Warning: this new AI is still alpha! Currently, only trucks and busses work! TEMP_AI_ACTIVATED :{WHITE}Warning: this new AI is still alpha! Currently, only trucks and busses work!
TEMP_AI_MULTIPLAYER :{WHITE}Warning: this function is still experimental. Please report any problems with it to truelight@openttd.org.
############ network gui strings ############ network gui strings

View File

@ -528,12 +528,13 @@ static void MaybeStartNewPlayer(void)
// when there's a lot of computers in game, the probability that a new one starts is lower // when there's a lot of computers in game, the probability that a new one starts is lower
if (n < (uint)_opt.diff.max_no_competitors) if (n < (uint)_opt.diff.max_no_competitors)
if (n < (!_network_server ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_opt.diff.max_no_competitors + 2)) ) if (n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2)) )
DoStartupNewPlayer(true); /* Send a command to all clients to start up a new AI. Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
// The next AI starts like the difficulty setting said, with +2 month max // The next AI starts like the difficulty setting said, with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
_next_competitor_start += (!_network_server) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS); _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
} }
void InitializePlayers(void) void InitializePlayers(void)
@ -556,9 +557,7 @@ void OnTick_Players(void)
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p); if (p->name_1 != 0) GenerateCompanyName(p);
/* XXX -- For now, multiplayer AIs still aren't working, WIP! */ if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start)
//if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
MaybeStartNewPlayer(); MaybeStartNewPlayer();
} }

View File

@ -942,6 +942,7 @@ const SettingDesc patch_settings[] = {
{"wait_twoway_signal", SDT_UINT8, (void*)41, &_patches.wait_twoway_signal, NULL}, {"wait_twoway_signal", SDT_UINT8, (void*)41, &_patches.wait_twoway_signal, NULL},
{"ainew_active", SDT_BOOL, (void*)false, &_patches.ainew_active, NULL}, {"ainew_active", SDT_BOOL, (void*)false, &_patches.ainew_active, NULL},
{"ai_in_multiplayer", SDT_BOOL, (void*)false, &_patches.ai_in_multiplayer, NULL},
{"map_x", SDT_UINT32, (void*)8, &_patches.map_x, NULL}, {"map_x", SDT_UINT32, (void*)8, &_patches.map_x, NULL},
{"map_y", SDT_UINT32, (void*)8, &_patches.map_y, NULL}, {"map_y", SDT_UINT32, (void*)8, &_patches.map_y, NULL},

View File

@ -565,6 +565,12 @@ static int32 AiNew_PatchActive_Warning(int32 p1)
return 0; return 0;
} }
static int32 Ai_In_Multiplayer_Warning(int32 p1)
{
if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_MULTIPLAYER, 0, 0);
return 0;
}
static int32 PopulationInLabelActive(int32 p1) static int32 PopulationInLabelActive(int32 p1)
{ {
Town* t; Town* t;
@ -753,6 +759,7 @@ static const PatchEntry _patches_economy[] = {
static const PatchEntry _patches_ai[] = { static const PatchEntry _patches_ai[] = {
{PE_BOOL, 0, STR_CONFIG_PATCHES_AINEW_ACTIVE, "ainew_active", &_patches.ainew_active, 0, 1, 1, &AiNew_PatchActive_Warning}, {PE_BOOL, 0, STR_CONFIG_PATCHES_AINEW_ACTIVE, "ainew_active", &_patches.ainew_active, 0, 1, 1, &AiNew_PatchActive_Warning},
{PE_BOOL, 0, STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER, "ai_in_multiplayer", &_patches.ai_in_multiplayer, 0, 1, 1, &Ai_In_Multiplayer_Warning},
{PE_BOOL, 0, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, "ai_disable_veh_train", &_patches.ai_disable_veh_train, 0, 0, 0, NULL}, {PE_BOOL, 0, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, "ai_disable_veh_train", &_patches.ai_disable_veh_train, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH,"ai_disable_veh_roadveh",&_patches.ai_disable_veh_roadveh, 0, 0, 0, NULL}, {PE_BOOL, 0, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH,"ai_disable_veh_roadveh",&_patches.ai_disable_veh_roadveh, 0, 0, 0, NULL},

View File

@ -176,6 +176,7 @@ typedef struct Patches {
byte drag_signals_density; // many signals density byte drag_signals_density; // many signals density
bool ainew_active; // Is the new AI active? bool ainew_active; // Is the new AI active?
bool ai_in_multiplayer; // Do we allow AIs in multiplayer
/* /*
* New Path Finding * New Path Finding